<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!-- ======== Projectiles ======== -->

	<ThingDef ParentName="BaseBullet">
		<defName>AA_PoisonBolt_V</defName>
		<label>venomous spit</label>
		<graphicData>
			<texPath>Things/Projectiles/AA_PoisonBolt</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile>
			<flyOverhead>false</flyOverhead>
			<damageDef>AA_ToxicBolt</damageDef>
			<damageAmountBase>10</damageAmountBase>
			<armorPenetrationBase>2.5</armorPenetrationBase>
			<speed>50</speed>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="BaseBulletCE">
		<defName>AA_BurnWeb</defName>
		<label>burning web</label>
		<thingClass>CombatExtended.BulletCE</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/AA_Web</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>2</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<flyOverhead>false</flyOverhead>
			<damageDef>Burn</damageDef>
			<damageAmountBase>5</damageAmountBase>
			<speed>15</speed>
			<armorPenetrationBlunt>3</armorPenetrationBlunt>
			<!-- Adding secondary damage with CE's Procedure instead of AA's AnimalProjectile -->
			<secondaryDamage>
				<li>
					<def>Stun</def>
					<amount>8</amount>
					<chance>0.5</chance>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="BaseBulletCE">
		<defName>AA_AcidicVomit_CE</defName>
		<label>acidic vomit</label>
		<thingClass>CombatExtended.BulletCE</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/Proj_LiquidStream</texPath>
			<graphicClass>Graphic_Flicker</graphicClass>
			<shaderType>MoteGlow</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>AA_AcidSpit</damageDef>
			<flyOverhead>false</flyOverhead>
			<damageAmountBase>15</damageAmountBase>
			<armorPenetrationBlunt>0.5</armorPenetrationBlunt>
			<speed>18</speed>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="BaseBulletCE">
		<defName>AA_FlameBreathAnimated_CE</defName>
		<label>flame breath</label>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/AA_FieryProjectile</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>MoteGlow</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<flyOverhead>false</flyOverhead>
			<damageDef>Flame</damageDef>
			<damageAmountBase>15</damageAmountBase>
			<explosionRadius>2.5</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<speed>40</speed>
			<ai_IsIncendiary>true</ai_IsIncendiary>
			<soundExplode>Interact_Ignite</soundExplode>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="BaseBulletCE">
		<defName>AA_GazeAttack_CE</defName>
		<label>gaze attack</label>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/Proj_LiquidStream</texPath>
			<graphicClass>Graphic_Flicker</graphicClass>
			<shaderType>MoteGlow</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>AA_AcidSpit</damageDef>
			<flyOverhead>false</flyOverhead>
			<damageAmountBase>15</damageAmountBase>
			<explosionRadius>2.5</explosionRadius>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
			<armorPenetrationBlunt>0.5</armorPenetrationBlunt>
			<speed>18</speed>
		</projectile>
	</ThingDef>
	
	<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletPurple">
		<defName>AA_LaserBullet_CE</defName>
		<label>laser bullet</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>CE_Laser</damageDef>
			<damageAmountBase>14</damageAmountBase>
			<armorPenetrationSharp>6</armorPenetrationSharp>
			<armorPenetrationBlunt>0.001</armorPenetrationBlunt> <!-- The overall pressure exerted by a laser beam striking something is, unsuprisingly, negligible. -->
		</projectile>		
	</ThingDef>

</Defs>